You must be logged in to post messages.
Please login or register

AI and RM Scripting
Moderated by Crazed Ewok, Gen_Rhys_Dallows

Hop to:    
Welcome! You are not logged in. Please Login or Register.188 replies, Sticky
SWGB Heaven » Forums » AI and RM Scripting » A Newbie's Guide To AI Scripting
Bottom
Topic Subject:A Newbie's Guide To AI Scripting
« Previous Page  1 ··· 4 5 6 7  Next Page »
Wok
Clone Trooper
posted 02-01-03 04:23 PM EDT (US)         


By Wok



Welcome to my article about AI Scripting. If you want to know what AI
scripting is, or how to do it, you've come to the right place! This guide
will teach you the basic principles of creating AI scripts, and some more
advanced techniques to improve your abilities. This guide was made with the
intent of teaching people how to make AI for scenaio design purposes, but
hopefully everybody will be able to make use of it! Happy scripting!


Table Of Contents:

Part 1 - The Technology
Defining AI
How this relates to the game
Your first script

Part 2 - Basic Functions
Rules
Facts
Fact List
Actions
Action List

Part 3 - Scenario Design Effects
Creating Taunt Effects
Random Numbers

Comments/Suggestions




Part 1 - The Technology

Defining AI:

Before I get underway with my guide, you'll probably want to
know what the topic at hand is all about. What is AI scripting all about?

Well, AI stands for Artificial Intelligence, which basically
means methods that a computer uses to simulate thought. It tells it how to
make decisions based on your interactions, and what to do in certain
situations. Almost every time you make your computer do something, it is
using AI.

What form does it take?

The AI that we will be dealing with in this guide is merely a set of
instructions, typed into a text editor, and used in certain ways to create
effects. That's all you will need to create AI, a text editor (I recommend
NotePad if you are using Windows).

Don't worry if you didn't quite take all that in just yet. AI is a tricky
subject. Here's what we have learned so far:


  • AI is the method a computer uses to simulate thought.
  • It is created in a text editor.


How This Relates To The
Game:


Well, at least you know what AI is now. It is used differently
with all things, and you'll probably we itching to find out what it can be
made to do in-game.

In Star Wars: Galactic Battlegrounds, you can create custom AI scripts or
edit existing scripts to edit how the computer plays in-game, i.e. its
stategy. The computer has a default AI script built into it that tells it
how to play, but creating your own script will change that. Do you want the
computer to rush faster? Do you want it to be more agressive? AI scripting
can make that happen. It can also be used in conjunction with the scenario
editor, and interact with triggers to create powerful effects in-game. AI
for SWGB is a ver powerful tool .

What you should understand by now:


  • AI is the method a computer uses to simulate though.
  • It is created in a text editor.
  • In SWGB, it tells the computer how to play the game.
  • It can be used to create scenario designing effects.



Your First Script:

It's time to learn how you put these scripts into the game, so
you're all set for when you can create them yourself. It's actually quite
simple to put a created script into effect in the game, but it's a step that
many beginners stumble over for some reason

Right, to get a script into the game, you need a script . You won't
understand this yet, it's just to show you an example of a custom script in
a game. First, open up NotePad (I always use it, but if you don't have it
for some reason, a simple, easy to use text editor is the best). Then,
copy/paste the following into your new document:



(defrule
(food-amount > 0)
=>
(chat-local-to-self "My first AI script")
)


That is the script we will use for now. I'll explain what it
means later.

Right, now you have your script, you need to save it. However, AI scripts
cannot just be saved as regular text files. You can try it, but it won't
work! We need to save it as a .per file.

What is a .per file?

For the game to understand the script, it needs to be a .per file. If it
isn't, the computer will skip over it and won't think it's a script.

How do you make it into a .per file?

That is easy. When you save your notepad file, save it as myfirstai.per, and
set the file type to "all files." Of course it doesn't have to be
myfirsai.per, it can be immobile.per, agressive.per, bigbuttocks.per, or
absolutely anything you choose, as long as it is something with .per on the
end. The name you give it now will be its name in the game. For now, save it
as myfirstai.per.

Where do I save it to?

You save your .per file into your SWGB/Game/AI folder. If you don't save it
there, it won't work .

What next?

You've got your .per file and saved it to the right directory, but there's
one more step that you need to take before the computer will recognise the
AI script in-game. This step, however, is much easier. Open up NotePad and
create a new document. Then, without typing anything, save it as
myfirstai.ai. If you saved your .per file under a different name to
myfirstai, then just save the .ai file under the same name as that, instead.
They must have the same name apart from the .ai and .per endings. Save the
.ai file to the same directory as you did the .per file (SWGB/Game/AI). The
.ai file doesn't at all affect the script, it just tells the computer that
there should be a script called samenameasdotaifile.per in the AI folder.

If you have follwed these steps correctly, your new AI will be all ready for
you to use. To test it, run SWGB. Go to the screen where you configure your
random map settings, and for Player 1, under name, set it to myfirstai.
Then, start a random map, with any settings. Upon entering the game, you
should constantly receive chat messages saying "My first AI Script." If you
do, it worked. If you get an error message, or it doesn't give you chat
messages, then you've done something wrong. Go back and double check all of
the instructions I gave you.

Summary of what you now know:


  • AI is the method a computer uses to simulate though.
  • It is created in a text editor.
  • In SWGB, it tells the computer how to play the game.
  • It can be used to create scenario designing effects.
  • To make your script work, you need to save a .per and a .ai file to your
    Game/AI folder
  • You test your script by choosing it in the "Player Name" option in the
    random map settings.



Part 2 - Basic Functions

So, now you know what an AI script is, and how to install a
custom script, but you don't know how to write them yet . This part of the
tutorial will teach you just that - how to write AI scripts.

Rules:

Let's start by defining a rule. An AI script is made up of
many rules that tell the computer how to make decisions. They basically
state: "If [a fact] is true, perform [an action]." For those of you with
programming experience, that is a simple if-then statement.

Here is how a rule is layed out:



(defrule ; This always starts a rule
(fact) ; A valid fact goes here
=> ; Signifies the end of the fact(s), and the start
of the action(s)
(action) ; A valid action goes here. If the fact above is
true, the action will take place.
)


Of course, this isn't a valid rule, as where it says fact and
action, you must replace the text with valid facts and actions (I'll go over
those later). This is just to show you how a rule is set out. The
(defrule always starts a rule, the => signifies the end of the
fact and the beginning of the action(s), and the ) shows the end of a
rule. Remember, if the fact is true, the condition takes place! Drum
that into your mind now, and you won't go far wrong. Everything behind the
semi-colon ( is a comment, and will be ignored by the computer. You can
type whatever you like after a comment, and you won't get errors. You don't
have to have them, but they are convenient.

Now let's look at a valid rule. We'll use the one you used in your first
script earlier:



(defrule
(food-amount > 0)
=>
(chat-local-to-self "My first AI script")
)


For now, I'll tell you that the fact, (food-amount > 0)
means (If you have more than 0 food), and that the action,
(chat-local-to-self "My first AI script") means (Send a chat to
myself saying "My first AI script")


Now, try and guess what this rule does. Highlight the below text to check
your answer.

If you have more than 0 food (the fact), you will recieve a chat message
from yourself saying "My first AI script" (action)..

Did you get it right? Good .

Well, an AI script is made up of almost all rules, so you're not far off
being able to write your own scripts . Now we just need to learn how to
write facts and actions.

Summary so far for this chapter:


  • Rules are the basis of an AI script
  • They state that if a fact is true, then an action is performed.
  • They always start with (defrule, end with ), and have a => in the
    middle.


Facts:

You know what facts are and how they fit into a rule, you just
need to learn how to write them.

Facts are generally layed out like so: ([game stat] [rel-op] [value])

The game stat is something in the game which can be recorded and has a
value. For example, food-amount, or civilian-population. As a
general rule, all game stats have a dash (-) for spaces. There is a list of
all available game stats below.

The rel-op (standing for Relative-Operator) is the method used to compare
the game stat with the value. These are the rel-ops:

== (equal to)
!= (not equal to)
>(greater than)
< (less than)
<= (less than or equal to)
>= (greater than or equal to)


Examples:



([game stat] == [value]) ; Is true if the game stat is equal to the value.
([game stat] != [value]) ; Is true if the game stat is not equal to the
value.
([game stat] > [value]) ; Is true if the game stat is greater than the
value.


etc...

The value could be anything fitting to the game stat. For example, the game
stat food-amount would have a value of any number. The game stat
current-age would have a value of tech-level-1, tech-level-2,
tech-level-3, or tech-level-4
. Just use whatever applies. In most cases,
it is a number.

So, here are some examples of complete, valid facts:



(food-amount > 0)
(current-age != tech-level-1)
(civilian-population == 40)
(civ-selected GUNGANS) ;note - has no rel-op


Of course, there are some facts which are exceptions to the
[game stat][rel-op][value] rule. For example, (cheats-enabled)
needs no rel-op or value. The fact (can-build) has no rel-op but has
a value of a building. For example, (can-build BLDG-PREFAB).
There are also the facts True and False. The True fact is
always true, and the False fact is always false (duh :)).
Rules can also have more than one fact. It would be set out like
this:



(defrule
(fact 1)
(fact 2)
=>
(action)
)


If you have more than one fact in a rule, all facts must be
true before the action takes place.

Summary of chapter so far:


  • Rules are the basis of an AI script
  • They state that if a fact is true, then an action is performed.
  • They always start with (defrule, end with ), and have a => in the middle.
  • Facts usually have 3 parameters: a game stat, a rel-op, and a
    value.



Fact List:

Right, now you know how to create facts, here's a list of
different facts you can use:



true
false
attack-soldier-count <rel-op> <value>
attack-warboat-count <rel-op> <value>
building-available <building>
building-count <rel-op> <value>
building-count-total <rel-op> <value>
building-type-count <building> <rel-op> <value>
building-type-count-total <building> <rel-op> <value>
can-afford-building <building>
can-afford-complete-wall <perimeter> <wall-type>
can-afford-research <research-item>
can-afford-unit <unit>
can-build <building>
can-build-gate <perimeter>
can-build-gate-with-escrow <perimeter>
can-build-wall <perimeter> <wall-type>
can-build-wall-with-escrow <perimeter> <wall-type>
can-build-with-escrow <building>
can-buy-commodity <commodity>
can-research<research-item>
can-research-with-escrow <research-item>
can-sell-commodity <commodity>
can-spy
can-spy-with-escrow
can-train <unit>
can-train-with-escrow <unit>
cc-players-building-count <player-number> <rel-op> <value>
cc-players-building-type-count <player-number> <building> <rel-op>
<value>
cc-players-unit-count <player-number> <rel-op> <value>
cc-players-unit-type-count <player-number> <unit> <rel-op> <value>
cheats-enabled
civ-selected <civ>
civilian-population <rel-op> <value>
commodity-buying-price <commodity> <rel-op> <value>
commodity-selling-price <commodity> <rel-op> <value>
current-age <rel-op> <age>
current-age-time <rel-op> <value>
current-score <rel-op> <value>
death-match-game
defend-soldier-count <rel-op> <value>
defend-warboat-count <rel-op> <value>
difficulty <rel-op> <difficulty>
doctrine <value>
dropsite-min-distance <resource-type> <rel-op> <value>
enemy-buildings-in-town
enemy-captured-relics
escrow-amount <resource-type> <rel-op> <value>
event-detected <event-type> <event-id>
food-amount <rel-op> <value>
game-time <rel-op> <value>
goal <goal-id> <value>
nova-amount <rel-op> <value>
housing-headroom <rel-op> <value>
idle-farm-count <rel-op> <value>
map-size <map-size>
map-type <map-type>
military-population <rel-op> <value>
player-computer <player-number>
player-human <player-number>
player-in-game <player-number>
player-number <player-number>
player-resigned <player-number>
player-valid <player-number>
players-building-count <player-number> <rel-op> <value>
players-building-type-count <player-number> <building> <rel-op> <value>
players-civ <player-number> <civ>
players-civilian-population <player-number> <rel-op> <value>
players-current-age <player-number> <rel-op> <age>
players-current-age-time <player-number> <rel-op> <value>
players-military-population <player-number> <rel-op> <value>
players-population <player-number> <rel-op> <value>
players-score <player-number> <rel-op> <score>
players-stance <player-number> <diplomatic-stance>
players-tribute <player-number> <resource-type> <rel-op> <value>
players-tribute-memory <player-number> <resource-type> <rel-op> <value>
players-unit-count <player-number> <rel-op> <value>
players-unit-type-count <player-number> <unit> <rel-op> <value>
population <rel-op> <value>
population-cap <rel-op> <value>
population-headroom <rel-op> <value>
random-number <rel-op> <value>
regicide-game
research-available <research-item>
research-completed <research-item>
resource-found <resource-type>
shared-goal <shared-goal-id> <value>
sheep-and-forage-too-far
soldier-count <rel-op> <value>
stance-toward <player-number> <diplomatic-stance>
starting-age <rel-op> <age>
starting-resources <rel-op> <starting-resources>
metal-amount <rel-op> <value>
strategic-number <strategic-number> <rel-op> <value>
taunt-detected <player-number> <taunt-id>
timer-triggered <timer-id>
town-under-attack
unit-available <unit>
unit-count <rel-op> <value>
unit-count-total <rel-op> <value>
unit-type-count <unit> <rel-op> <value>
unit-type-count-total <unit> <rel-op> <value>
victory-condition <victory-condition>
wall-completed-percentage <perimeter> <rel-op> <value>
wall-invisible-percentage <perimeter> <rel-op> <value>
warboat-count <rel-op> <value>
carbon-amount <rel-op> <value>


Actions:

We're almost there

Actions are simpler than facts - there's no 3 part layout. It's generally
just something simple like (build BLGD-PREFAB).

You can also have more than 1 action. All of them will fire, one after the
other, the moment the fact(s) are true.

Remember that first script you wrote? This one:



(defrule
(food-amount > 0)
=>
(chat-local-to-self "My first AI script")
)


Well, when you tested it in-game, the chat message should have
repeated itself over and over again - even though there was only one action.
This is because the actions loop. Basically, that means that the actions
keep on taking place again and again the whole time the fact is true. This
will happen in all rules, but there is a way to stop it. There is an action
called (disable-self), which will mean that the actions in the rule
never fire, even while the facts are true. Now, when the computer makes a
rule pass (something the computer does many times a second where it
looks at all the rules in the AI and carries out all the actions that it
should, in order), it will see that the facts are true (if they are ), and
carry out the actions. It will carry out the first action, and then it will
get to the second action, (disable-self). This will disable the rule,
so that even if the facts remain true, the actions will not be carried out
again.
For example, this rule will repeat over and over while the facts are
true:



(defrule
(food-amount > 0)
=>
(chat-local-to-self "My first AI script")
)


But this rule will not. If the facts become true, the actions
will happen once, and then disable:



(defrule
(food-amount > 0)
=>
(chat-local-to-self "My first AI script")
(disable-self)
)


One last thing to note - every rule needs an action (it's
pretty pointless without them ). For testing purposes, the action
(do-nothing) exists.

I think that just about covers everything to do with actions. Here's a list
of ones to choose from:

Action List:



do-nothing
acknowledge-event <event-type> <event-id>
acknowledge-taunt <player-number> <taunt-id>
attack-now
build <building>
build-forward <building>
build-gate <perimeter>
build-wall <perimeter> <wall-type>
buy-commodity <commodity>
cc-add-resource <resource-type> <amount>
chat-local <string>
chat-local-using-id <string-id>
chat-local-using-range <string-id-start> <string-id-range>
chat-local-to-self <string>
chat-to-all <string>
chat-to-all-using-id <string-id>
chat-to-all-using-range <string-id-start> <string-id-range>
chat-to-allies <string>
chat-to-allies-using-id <string-id>
chat-to-allies-using-range <string-id-start> <string-id-range>
chat-to-enemies <string>
chat-to-enemies-using-id <string-id>
chat-to-enemies-using-range <string-id-start> <string-id-range>
chat-to-player <player-number> <string>
chat-to-player-using-id <player-number> <string-id>
chat-to-player-using-range <player-number> <string-id-start>
<string-id-range>
chat-trace <value>
clear-tribute-memory <player-number> <resource-type>
delete-building <building>
delete-unit <unit>
disable-self
disable-timer <timer-id>
enable-timer <timer-id>
enable-wall-placement <perimeter>
generate-random-number <value>
log <string>
log-trace <value>
release-escrow <resource-type>
research <research-item>
research <age>
resign
sell-commodity <commodity>
set-difficulty-parameter <difficulty-parameter> <value>
set-doctrine <value>
set-escrow-percentage <resource-type> <value>
set-goal <goal-id> <value>
set-shared-goal <shared-goal-id> <value>
set-signal <signal-id>
set-stance <player-number> <diplomatic-stance>
set-strategic-number <strategic-number> <value>
spy
taunt <value>
taunt-using-range <taunt-start> <taunt-range>
train <unit>
tribute-to-player <player-number> <resource-type> <value>

Input / Output Actions
chat-local
chat-local-using-id
chat-local-using-range
chat-local-to-self
chat-to-all
chat-to-all-using-id
chat-to-all-using-range
chat-to-allies
chat-to-allies-using-id
chat-to-allies-using-range
chat-to-enemies
chat-to-enemies-using-id
chat-to-enemies-using-range
chat-to-player
chat-to-player-using-id
chat-to-player-using-range
chat-trace
log
log-trace
taunt
taunt-using-range
Rule Control Actions
disable-self
Event Actions
acknowledge-event
acknowledge-taunt
disable-timer
enable-timer
set-signal
Commodity Trade Actions
buy-commodity
sell-commodity
Tribute Actions
clear-tribute-memory
tribute-to-player
Escrow Actions
release-escrow
set-escrow-percentage
Regicide Actions
spy
Cheating Actions
cc-add-resource
Other Actions
do-nothing
attack-now
build
build-forward
build-gate
build-wall
delete-building
delete-unit
enable-wall-placement
generate-random-number
research
resign
set-difficulty-parameter
set-doctrine
set-goal
set-shared-goal
set-stance
set-strategic-number
train



Summary Of Part 2:


  • Rules are the basis of an AI script
  • They state that if a fact is true, then an action is performed.
  • They always start with (defrule, end with ), and have a => in the middle.
  • Facts usually have 3 parameters: a game stat, a rel-op, and a value.
  • There is a list of different facts and actions to choose
    from.



Part 3 - Scenario Design Effects

, now you are capable of creating your own AI scripts. Now I'm
going to teach you how to use them in conjunction with triggers to create
some nifty effects in your scenarios.

What can you do with AI that you cannot do with triggers?

The concept of AI is similar to the concept of triggers (not what they are
used for, but how they work). However, they vary in a few ways. There are
two game stats that can be measured by AI, and not triggers, that can make
neat scenario tricks. Taunts and Random Numbers.

Taunt Tricks:

The taunt trick was first used for SWGB in The Phantom
Menace
, by Tevious. It basically allowed a trigger effect to fire
when a taunt was typed into the chat box.

Since Taunts cannot be regustered by triggers, it must be done with AI. You
use the fact (taunt-detected [value]), to tribute some resources to a
computer player. The resources can be measured with triggers, so can be used
in a condition, which sets off an effect.

You use this AI script to tribute resources:


)
(defrule
(taunt-detected 1 1)
=>
(acknowledge-taunt 1 1)
(cc-add-resource nova 1)
)


The red number is the number of the player sending the taunt.
It will almost always be player 1.
The yellow text is the number of the taunt you want to use. In this case, it
is number 1 ("I got it!")
The purple text is the resource that will be tributed when you type the
taunt. It doesn't matter too much because there are four equal options to
choose from.
The green number is the amount that of the resource that will be tributed.

Then, save your AI as taunt.per, inside your Game/AI directory. Then create
a blank document and save it as taunt.ai, inside the same folder.
Inside the scenario builder, you need to set up triggers.
You need to make a trigger system so that when the player receives the
resource you specified in the AI, it does a desired effect (It could be to
heal a character, for example). Then, it tributes the resource back to GAIA,
so you can use the effect again.

Random Numbers:

Ever wanted to make a completely random effect in your
scenario? Well now you can . Many methods of simulating this have been
attempted, but the most fool-proof way is through the use of AI. Luckily,
the AI for this game has a (set-random-number) action .

Start by pasting the following into NotePad:



(defrule
(true)
=>
(set-random-number 4) ;This code generates a random number
between 1 and 4 at the beginning of the scenario
(disable-self)
)

(defrule
(random-number == 1) ;This code tributes 1 food if the random
number equals 1
=>
(cc-add-resource food 1)
(disable-self)
)

(defrule
(random-number == 2) ;This code tributes 1 carbon if the
random number equals 2
=>
(cc-add-resource carbon 1)
(disable-self)
)

(defrule
(random-number == 3) ;This code tributes 1 nova if the random
number equals 3
=>
(cc-add-resource nova 1)
(disable-self)
)

(defrule
(random-number == 4) ;This code tributes 1 ores if the random
number equals 4. Note == In AI ore is called Metal.
=>
(cc-add-resource metal 1)
(disable-self)
)



Save the file into your Game/AI folder as random.per, then
create a blank text document. Save it into the same directory as random.ai.

Then whenever you start a game and somebody has this AI, a random number
will be set. If it is 1, 1 Food will be tributed to the player. If it is 2,
1 Carbon will be tributed to the player. If it is 3, 1 Nova will be tributed
to the player, and if it is 4, 1 Ore will be tributed to the player. You can
use this in combination with triggers to make a nice effect, like a random
character or a random hitpoint increase.



Comments/Suggestions:

Thank you for reading my AI tutorial. If you have any questions
related to my tutorial or to AI scritping, then please ask me via this
thread and I will try my best to answer. If I have lots of questions, I may
start a small FAQ.

I have also undoubtable made errors in spelling, so if you spot any, please
point them out .

Anyway, I hope you now feel a lot more informed about the ways of AI
scripting, and I hope to see some AI based projects from you soon

- Wok

Wok?

[This message has been edited by Gen_Rhys_Dallows (edited 03-08-2019 @ 11:12 PM).]

AuthorReplies:
Spector
Clone Trooper
posted 07-02-03 10:34 AM EDT (US)     151 / 188       
It still shouldn't work if you don't take out the ) before the (defrule. Because ) is a closing parenthesis. it needs an opening one. So that would be one like this (. but just having ( shouldn't work either, it is suposed to have (defrule. Like Wok's guide says, all AI things must starts with (defrule and end with ).

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
Spector
Clone Trooper
posted 07-02-03 11:41 PM EDT (US)     152 / 188       
rt-portable-scanners = portable scanners
rt-lighter-armor = lighter armor
rt-upgraded-generatorsn = upgraded generators
rt-adv-generator = adv generator
rt-adv-redesign = adv redesign
rt-wookie-mechanics = wookie machanics
rt-enlarged-bomb-hold = enlarged bomb hold
rt-drafted-labor = drafted labor
rt-flight-school = flight school
rt-adv-plating = adv plating
rt-lighter-material = lighter armor
rt-primary-focus-coils = primary forus coils
rt-elevation-tracking = elevation tracking
rt-basic-armor = basic armor
rt-light-plating = light plating
rt-cooling-sleeves = cooling sleeves
rt-external-sensor-pod = external sensor pod
rt-light-armor = light armor
rt-medium-plating = medium plating
rt-adv-power-pack = adv power pack
rt-heavy-armor = heavy armor
rt-heavy-plating = heavy plating
rt-tougher-armor = tougher armor
ut-medium-turret = medium turret
ut-adv-turret = adv turret
ut-adv-missile-turret = adv missile turret
ut-heavy-wall = heavy wall
ut-shield-wall = shield wall
rt-redesigned-specs = redesigned specs
rt-adv-propultion = adv propultion
rt-redoubled-efforts = redoubled efforte
rt-automated-processes = automated process
rt-presidium = presisium
rt-effbldgs = effective buildings
rt-pwreshld = power shield
rt-suprshld = super shield
rt-beamdrill-nova-mining = beamdrill nova mining
rt-hvy-beamdrill-nova = heavy beamdrill nova mining
rt-beamdrill-metal = ore beamdrill
rt-heavy-beamdrillmetal = heavy ore beamdrill
rt-fusion-extractor = fusion extractor
rt-durasteel = durasteel plating
rt-permacite-plating = permacite plating
rt-tracking-computer = tracking computers
rt-homing-sensors = homing sensors
rt-holonet = holonet transiever
rt-heavy-weapons-engineers = heavy weapons engineers
rt-ion-accelerator = ion-accu acelerator
rt-sensor-beacon = sensor beacon
rt-sensor-array = sensor array
rt-basic-training = basic training
rt-upgraded-motivator = upgraded motivator
rt-galactic-trade-comm = galactic trade commision
rt-hutt-endorsement = hutt endoresment
rt-galactic-banking = galacic banking

JEDI STUFF

rt-faith-in-the-force = faith in the force
rt-force-influence = force influence
rt-force-strong = force strong
rt-jedi-stamina = jedi stamina
rt-jedi-agility = jedi agility
rt-jedi-concentration = jedi concentration
rt-jedi-strength = jedi strength
rt-jedi-power = jedi power
rt-jedi-perception = jedi perception
rt-jedi-mind-trick = jedi mind trick


ADDITIONAL AI STUFF

When making AIs you can load other AIs from the one you are making. So if you wanted to make an AI and then load the IMMOBLE UNITS AI GOLD then you would put this in your AI:

(load "IMMOBLE UNITS AI GOLD")

this is the only AI line that I know of that does not start with the normal (defrule. The name you put in between the quotation marks is the AI that it will load. The name you put in much match exactly to the AI you want loaded.


NOTE: A few research things have been left out (like macro binoculars) because when you use them in your AI it doesn't work right and gives you an error.


We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
Knotted maggots
Clone Trooper
posted 07-04-03 02:21 PM EDT (US)     153 / 188       
Is that your guide or a bit of it or merely an upgrade of WOKS ????
Kongou Dess
Moff
(id: Moff Yittreas)
posted 07-05-03 02:24 PM EDT (US)     154 / 188       
Great job Spector! Now I can begin programming the data into my AI Writer!

New RPG Coming Soon | Purveyor of the Poi | Weeaboo Brony Conserative - The Ultimate Foe to the Internet
Lord Sipia: "THIS IS WHAT HAPPENS WHEN SIPPY IS EXCLUDED! EVERYBODY LOSES THEIR SANITY" | Also Lord Sipia: "...Of course. Prepare the butter."
Hi, I'm Kongou! Are you my admiral?
Spector
Clone Trooper
posted 07-07-03 10:22 AM EDT (US)     155 / 188       
It was going to be a full guide but I had to release it early because I was going to be gone for a while. I don't think I will make a full guide out of it because it isn't really needed. it is just research stuff anyway.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
Szereck
Clone Trooper
posted 07-08-03 06:38 PM EDT (US)     156 / 188       

Quote:

Is it possible to stop the AI from doing things? I told the computer to make 15 troopers and it made about 50 of them instead. the only reason it stoped was because it ran out of resources. And I told the compueter to train 10 workers and it built way more than that.

Two things caused this problem. For the workers I have found in my experience with AOK AI scripting that instead of doing the worker rule like this:

(defrule
(civilian-population <= 15)
=>
(train UNIT-WORKER)
)


Do it like this instead:

(defrule
(civilian-population < 15)
=>
(train UNIT-WORKER)
)

The way you wrote your script you would theorecticly get 16 workers. I've found that it ends up going way beyond that with a <= in the fact part of the script.

Now for the trooper problem I'd again go with the < instead of the <= since you will get 16 or more as well. However thats not all of the problem. You used UNIT-LASER-LINE. The -LINE is a special parameter that creates a number of the specified unit, not just one. I have not tried this yet but I'd guess that the unit name you are looking for his either ut-laser-1 or ut-laser. Hope this helps.

Szereck

Oh and suggested reading for all insterested in making AI scripts would be Part 4 of the book 'Age of Empires II The Age of Kings Official Scenario Design Toolkit'.

[This message has been edited by Szereck (edited 07-08-2003 @ 06:55 PM).]

Spector
Clone Trooper
posted 07-08-03 10:31 PM EDT (US)     157 / 188       
your way works better but my way works too. I actually fixed the problem a while ago and already submited the AI. it turns out that I had annother thing interfering (sp?) with it. Same thing with the troopers. and I think in GB the LINE part is just the normal thing for troopers. because it doesn't make then only make ma certain amount. it only makes exactly the ammount I tell it to. you can get the AI here: Skirmish AI. GB scripting is a little bit diferent than AOK scrpiting. but most of the things are the same.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
The Iceman
Clone Trooper
posted 07-09-03 07:10 PM EDT (US)     158 / 188       
I try to work siclos1s defensive but I always get an error like "Fail to open constants" Whats the problem?

Peace is a lie, there is only passion, Through passion, I gain strength,Through strength, I gain power, Through power, I gain victory, Through victory, my chains are broken, The Force shall free me. The Sith code
Spector
Clone Trooper
posted 07-09-03 08:59 PM EDT (US)     159 / 188       
the only thing I can think of is that you tried editing it once and you did something wrong. if you never even opened it before then try downloading it again.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
The Iceman
Clone Trooper
posted 07-10-03 11:26 AM EDT (US)     160 / 188       
Yup I tried that already trying to download it again. I never edited it though.

Peace is a lie, there is only passion, Through passion, I gain strength,Through strength, I gain power, Through power, I gain victory, Through victory, my chains are broken, The Force shall free me. The Sith code
Spector
Clone Trooper
posted 07-10-03 03:43 PM EDT (US)     161 / 188       
the only way I can think of to fix it would be to look through it and try to find the problem or make your own AI that will do the same thing. it seems to work for everyone else.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
The Iceman
Clone Trooper
posted 07-11-03 01:51 AM EDT (US)     162 / 188       
Well I can tell you the Error message maybe you might know.
It's in Wonderush and the error saids somthing about an invaild line in Civ_Dark_rush

Peace is a lie, there is only passion, Through passion, I gain strength,Through strength, I gain power, Through power, I gain victory, Through victory, my chains are broken, The Force shall free me. The Sith code
Spector
Clone Trooper
posted 07-11-03 10:36 AM EDT (US)     163 / 188       
I have never had that problem but maybe try capitalizing the R in rush. I don't see why you even care about fixing this problem. All those AIs are the standard AI for GB.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!

[This message has been edited by Spector (edited 07-11-2003 @ 10:37 AM).]

Domesday
Clone Trooper
posted 07-22-03 04:59 PM EDT (US)     164 / 188       
Hmm... since this was unstickied there's been no place to discuss AI, so I'm bumping it.

I'm pretty knowledgeable about AoK and SWGB AI, and I could probably answer some of your questions.

I'd also be able to finish off the guide expansion that Wok once promised. I can see he missed out quite a bit in the original guide: constants, goals, sns, etc.

I'll get to work... unless anybody has any objections.


Domesday

[This message has been edited by Domesday (edited 07-28-2003 @ 06:02 AM).]

The Mace
Jedi Knight
(id: mace windu9d9)
posted 07-29-03 09:21 PM EDT (US)     165 / 188       
I've discovered alot of the AI actions, in case anyone wants to make use of them. Here:

tribute-to-player
train
taunt-using-range
taunt
spy
set-strategic-number
set-stance
set-signal
set-shared-goal
set-goal
set-escrow-percentage
set-doctrine
set-difficulty-parameter
set-author-version
set-author-email
set-author-name
sell-commodity
resign
research
release-escrow
log-trace
log
generate-random-number
enable-wall-placement
enable-timer
enable-rule
do-nothing
disable-timer
disable-self
disable-rule
delete-unit
delete-building
clear-tribute-memory
chat-trace
chat-to-player-using-range
chat-to-player-using-id
chat-to-player
chat-to-enemies-using-range
chat-to-enemies-using-id
chat-to-enemies
chat-to-allies-using-range
chat-to-allies-using-id
chat-to-allies
chat-to-all-using-range
chat-to-all-using-id
chat-to-all
chat-local-to-self
chat-local-using-range
chat-local-using-id
chat-local
cc-add-resource
buy-commodity
build-wall
build-gate
build-forward
build
attack-now
acknowledge-taunt
acknowledge-event
TEAMS-LOCKED
GAME-SPEED-LOCKED
LOW-RESOURCES-START
MEDIUM-RESOURCES-START
HIGH-RESOURCES-START
POPULATION-CAP-200
POPULATION-CAP-175
POPULATION-CAP-150
POPULATION-CAP-125
POPULATION-CAP-100
POPULATION-CAP-75
POPULATION-CAP-50
POPULATION-CAP-25
DIFFICULTY-HARDEST
DIFFICULTY-HARD
DIFFICULTY-MODERATE
DIFFICULTY-EASY
DIFFICULTY-EASIEST
POST-TECH-LEVEL-4-START
TECH-LEVEL-4-START
TECH-LEVEL-3-START
TECH-LEVEL-2-START
TECH-LEVEL-1-START
VICTORY-CUSTOM
VICTORY-SCORE
VICTORY-TIME-LIMIT
VICTORY-CONQUEST
VICTORY-STANDARD
SCENARIO-MAP
CUSTOM-MAP
STAR-WARS-WORLD-NABOO-MAP
STAR-WARS-WORLD-DAGOBAH-MAP
STAR-WARS-WORLD-ZALORIIS-MAP
STAR-WARS-WORLD-REYTHA-MAP
STAR-WARS-WORLD-TATOOINE-MAP
STAR-WARS-WORLD-KESSEL-MAP
STAR-WARS-WORLD-GEDDES-MAP
STAR-WARS-WORLD-HANOON-MAP
STAR-WARS-WORLD-KRANT-MAP
STAR-WARS-WORLD-HOTH-MAP
STAR-WARS-WORLD-YAVIN-MAP
STAR-WARS-WORLD-ENDOR-MAP
STAR-WARS-WORLD-KASHYYYK-MAP
RAIDERS-MAP
ICE-LAKE-MAP
MOTHERLODE-MAP
ARENA-MAP
SAVANNAH-MAP
SWAMP-MAP
FLATS-MAP
TUNDRA-MAP
TEAM-SPACE-SATELLITES-MAP
TEAM-LAND-SATELLITES-MAP
RIVERS-MAP
SEARCH-AND-DESTROY-MAP
PLANETS-AND-MOONS-MAP
LARGE-SEA-MAP
SPACE-SATELLITES-MAP
LAND-SATELLITES-MAP
PRECIPICE-MAP
NOVA-ASSAULT-MAP
FORTRESS-MAP
NOVA-LAKE-MAP
SPACE-MASS-MAP
LAND-MASS-MAP
SHORELINE-MAP
FOREST-MAP
SEA-MAP
WATER-MASS-MAP
DESERT-MAP
GIANT-MAP
LARGE-MAP
NORMAL-MAP
MEDIUM-MAP
SMALL-MAP
TINY-MAP
EMPEROR
DEFEND-MONUMENT
MONUMENT-RACE
TERMINATE-THE-COMMANDER
DEATH-MATCH
my-unique-unit-line
my-unique-research
my-elite-unique-unit
my-unique-unit-upgrade
my-unique-unit
my-civ
my-player-number
hold-holocrons
hold-koh-ruin
game-type
carbon-amount
warboat-count
wall-invisible-percentage
wall-completed-percentage
victory-condition
unit-type-count-total
unit-type-count
unit-count-total
unit-count
unit-available
town-under-attack
timer-triggered
taunt-detected
strategic-number
metal-amount
starting-resources
starting-age
stance-toward
air-soldier-count
soldier-count
too-many-unpowered-buildings
powered-area-too-full
sheep-and-forage-too-far
shared-goal
resource-found
research-completed
research-available
regicide-game
random-number
population-headroom
population-cap
population
players-unit-type-count
players-unit-count
players-tribute-memory
players-tribute
players-stance
players-score
players-population
players-military-population
players-current-age-time
players-current-age
players-civilian-population
players-civ
players-building-type-count
players-building-count
players-achievements
player-valid
player-resigned
player-number
player-in-game
player-human
player-computer
military-population
map-type
map-size
idle-farm-count
nursery-headroom
housing-headroom
nova-amount
goal
gate-count
game-time
food-amount
event-detected
escrow-amount
enemy-captured-holocrons
enemy-buildings-in-town
dropsite-min-distance
doctrine
difficulty
defend-warboat-count
defend-air-count
defend-soldier-count
death-match-game
current-score
current-age-time
current-age
commodity-selling-price
commodity-buying-price
civilian-population
civ-selected
cheats-enabled
cc-players-unit-type-count
cc-players-unit-count
cc-players-building-type-count-total
cc-players-building-type-count
cc-players-building-count
can-train-with-escrow
can-train
can-spy-with-escrow
can-spy
can-sell-commodity
can-research-with-escrow
can-research
can-buy-commodity
can-build-with-escrow
can-build-wall-with-escrow
can-build-wall
can-build-gate-with-escrow
can-build-gate
can-build
can-afford-unit
can-afford-research
can-afford-complete-wall
can-afford-building
building-type-count-total
building-type-count
building-count-total
building-count
building-available
attack-warboat-count
attack-air-count
attack-soldier-count
trace-fact
false
true
sn-desired-number-transport-escorts
sn-special-attack-type3
sn-special-attack-type2
sn-gather-idle-soldiers-at-center
sn-do-not-transport-from-same-zone
sn-percent-animal-garrison
sn-garrison-rams
sn-maximum-metal-drop-distance
sn-maximum-nova-drop-distance
sn-maximum-fish-boat-drop-distance
sn-maximum-hunt-drop-distance
sn-maximum-food-drop-distance
sn-maximum-carbon-drop-distance
sn-gather-defense-units
sn-ignore-attack-group-under-attack
sn-group-form-distance
sn-do-not-scale-for-difficulty-level
sn-percent-attack-air
sn-percent-attack-boats
sn-percent-attack-soldiers
sn-number-forward-gatherers
sn-number-forward-builders
sn-allow-civilian-defense
sn-hits-before-alliance-change
sn-easier-reaction-percentage
sn-easiest-reaction-percentage
sn-minimum-amount-for-trading
sn-minimum-boar-hunt-group-size
sn-use-by-type-max-gathering
sn-minimum-dropsite-buffer
sn-track-player-history
sn-percentage-explore-exterminators
sn-coop-share-attacking-interval
sn-coop-share-attacking
sn-attack-winning-player-factor
sn-coop-share-information
sn-attack-winning-player
sn-target-evaluation-in-progress
sn-target-evaluation-time-kill-ratio
sn-percent-half-exploration
sn-attack-diplomacy-impact
sn-required-forest-tiles
sn-random-placement-factor
sn-initial-exploration-required
sn-nova-dropsite-distance
sn-metal-dropsite-distance
sn-carbon-dropsite-distance
sn-food-dropsite-distance
sn-max-unpowered-buildings
sn-max-build-plan-gatherer-percentage
sn-max-retask-gather-amount
sn-retask-gather-amount
sn-number-max-skip-cycles
sn-number-enemy-objects-required
sn-target-evaluation-boat
sn-task-ungrouped-soldiers
sn-intelligent-gathering
sn-blot-size
sn-blot-exploration-map
sn-initial-attack-delay-type
sn-group-leader-defense-distance
sn-target-evaluation-siege-weapon
sn-target-evaluation-continent
sn-carbon-gatherer-percentage
sn-metal-gatherer-percentage
sn-nova-gatherer-percentage
sn-food-gatherer-percentage
sn-max-skips-per-attempt
sn-number-build-attempts-before-skip
sn-minimum-water-body-size-for-dock
sn-special-attack-influence1
sn-special-attack-type1
sn-save-scenario-information
sn-initial-attack-delay
sn-attack-intelligence
sn-attack-separation-time-randomness
sn-build-frequency
sn-maximum-gaia-attack-response
sn-scaling-frequency
sn-attack-group-size-randomness
sn-scale-maximum-attack-group-size
sn-scale-minimum-attack-group-size
sn-defend-overlap-distance
sn-target-evaluation-range
sn-target-evaluation-attack-attempts
sn-mill-max-distance
sn-camp-max-distance
sn-target-evaluation-randomness
sn-target-evaluation-rof
sn-target-evaluation-ally-proximity
sn-target-evaluation-kills
sn-target-evaluation-damage-capability
sn-target-evaluation-hitpoints
sn-target-evaluation-distance
sn-consecutive-idle-unit-limit
sn-group-commander-selection-method
sn-maximum-town-size
sn-minimum-town-size
sn-sentry-distance-variation
sn-dock-defend-priority
sn-maximum-boat-defend-group-size
sn-minimum-boat-defend-group-size
sn-number-boat-defend-groups
sn-maximum-boat-explore-group-size
sn-minimum-boat-explore-group-size
sn-number-boat-explore-groups
sn-maximum-boat-attack-group-size
sn-minimum-boat-attack-group-size
sn-number-boat-attack-groups
sn-defense-distance
sn-town-defend-priority
sn-holocron-defend-priority
sn-forage-defend-priority
sn-metal-defend-priority
sn-nova-defend-priority
sn-number-air-attack-groups
sn-maximum-explore-group-size
sn-minimum-explore-group-size
sn-number-explore-groups
sn-attack-group-gather-spacing
sn-number-defend-groups
sn-number-attack-groups
sn-minimum-civilian-explorers
sn-zero-priority-distance
sn-percent-exploration-required
sn-minimum-peace-like-level
sn-maximum-defend-group-size
sn-maximum-air-attack-group-size
sn-maximum-attack-group-size
sn-minimum-defend-group-size
sn-holocron-return-distance
sn-sentry-distance
sn-maximum-jedi-support-group-size
sn-enemy-sighted-response-distance
sn-percent-enemy-sighted-response
sn-total-number-explorers
sn-minimum-air-attack-group-size
sn-minimum-attack-group-size
sn-cap-civilian-gatherers
sn-cap-civilian-builders
sn-cap-civilian-explorers
sn-percent-civilian-gatherers
sn-percent-civilian-builders
sn-percent-civilian-explorers
ability-to-maintain-distance
ability-to-dodge-missiles
custom
score
time-limit
conquest
standard
high-resources
medium-resources
low-resources
scenario-map
custom_map
star-wars-world-naboo
star-wars-world-dagobah
star-wars-world-zaloriis
star-wars-world-reytha
star-wars-world-tatooine
star-wars-world-kessel
star-wars-world-geddes
star-wars-world-hanoon
star-wars-world-krant
star-wars-world-hoth
star-wars-world-yavin
star-wars-world-endor
star-wars-world-kashyyyk
raiders
ice-lake
motherlode
arena
savannah
swamp
flats
tundra
team-space-satellites
team-land-satellites
rivers
search-and-destroy
planets-and-moons
large-sea
space-satellites
land-satellites
precipice
nova-assault
fortress
nova-lake
space-mass
land-mass
shoreline
forest
sea
water-mass
desert
giant
large
normal
medium
small
tiny
hardest
hard
moderate
easy
easiest
enemy
neutral
ally
carbon
metal
nova
food
defend-the-monument
monument-race
emperor
trigger
this-any-neutral
this-any-human-neutral
this-any-human-enemy
this-any-human-ally
this-any-human
this-any-enemy
this-any-computer-neutral
this-any-computer-enemy
this-any-computer-ally
this-any-computer
this-any-ally
every-neutral
every-human
every-enemy
every-computer
every-ally
any-neutral
any-human-neutral
any-human-enemy
any-human-ally
any-human
any-enemy
any-computer-neutral
any-computer-enemy
any-computer-ally
any-computer
any-ally
!=
==
>=
>
<=
<
not-equal
equal
greater-or-equal
greater-than
less-or-equal
less-than
or-list
and-list
nand
xnor
nor
or
xor
and
not


Mace
Droideka
Clone Trooper
posted 07-30-03 03:20 AM EDT (US)     166 / 188       
*looks at list*
*faints*
*wakes up*
*realizes destroyer droids don't can't faint*
HOLY CRAP!!!

    __
  /-|  `        
Droideka’s Productions
  \_`
======================
 ,/--O--\.  
~Proud Member of ASD~

[This message has been edited by Droideka (edited 07-30-2003 @ 03:21 AM).]

The Mace
Jedi Knight
(id: mace windu9d9)
posted 07-30-03 11:29 AM EDT (US)     167 / 188       
All of those were taken from the EXE

Mace
Domesday
Clone Trooper
posted 07-31-03 05:54 AM EDT (US)     168 / 188       
Mace, you just copied Ykkrosh's list.

And I've already got all of the facts, actions and identifiers, but thanks anyway


Domesday
The Mace
Jedi Knight
(id: mace windu9d9)
posted 07-31-03 10:34 AM EDT (US)     169 / 188       
Domesday you wern't supposed to say that

Mace
Bone Marrow
Clone Trooper
posted 08-09-03 00:45 AM EDT (US)     170 / 188       
Can you have it so that useing ai scripting you can make something interact with a condition and effect like if i want it so that when i say 1 is does the action in the effect.

Bone Marrow
=============[:::::::::::::::::]=============
"It's All Fun and Games Until Someone Gets Hurt, Then its Hilarious."
=====<============= =============>=====
Spector
Clone Trooper
posted 08-09-03 10:41 AM EDT (US)     171 / 188       
That would be exactly the same as the health pack trick. mostly those types of things are made up mostly of triggers in the game. you just need to use accumulate atribute.

We live in an age when pizza gets to your home before the police.
Double your drive space - delete Windows!
Apple Copyright 1767, Sir Isaac Newton.
I used to have a handle on life, then it broke.
Very funny, Scotty. Now beam down my clothes.
I'm not a complete idiot, some parts are missing!
Crazed Ewok
Mectator
(id: The Crazed Ewok)
posted 08-09-03 11:11 AM EDT (US)     172 / 188       
LOL! Spector, I actually laughed out loud at your sig

C hairman of the FMT, Mectator, and Seraph
r esident of Unity RPG, Anti-Heroes, and Indolents
a seraph at SWGBH and EAWH
z apping spammers and stealing their shoes
e w o k "Don't waste your breath trying to figure out my logic" - Seacker
d ependent on daily tea infusions
Bone Marrow
Clone Trooper
posted 08-09-03 12:10 PM EDT (US)     173 / 188       
But spector i want it so when they say "1" that the trigger will go off like a med pack trigger and keep your madpacks like food, 1 food = medpack and when i say "1" the trigger goes off and you tribute 1 food and heal the guy.

Bone Marrow
=============[:::::::::::::::::]=============
"It's All Fun and Games Until Someone Gets Hurt, Then its Hilarious."
=====<============= =============>=====
Wok
Clone Trooper
posted 08-09-03 04:00 PM EDT (US)     174 / 188       
Dude, I had to lose half my IQ to understand your question.

Basically, the triggers are set out like this (assuming you have the AI set up):

TRIGGER 0
CONDITION 0 (Accumilate Attribute 1 Food)
CONDITION 1 (Accumilate Attribute [AI Taunt Resource])
CONDITION 2 (Accumilate Attribute [1 Misc. Counter 1])
===
EFFECT 0 (Damage Unit [Unit Health])
EFFECT 1 (Damage Unit [Negative Unit Health])
EFFECT 2 (Tribute [1 Food, GAIA])
EFFECT 3 (Tribute [AI Taunt Resource, GAIA])
EFFECT 4 (Tribute [1 Misc. Counter 1, GAIA])

The Misc. Counters are for protection against cheats.

And this question has already been answered a trillion times in the Scenario Design Help Thread. Please read the sticky threads and rules before you post again, and always search for the answer to your question before posting it.


Wok?
Bone Marrow
Clone Trooper
posted 08-10-03 03:53 AM EDT (US)     175 / 188       
Ok sorry and thanks a ton for your help.

Bone Marrow
=============[:::::::::::::::::]=============
"It's All Fun and Games Until Someone Gets Hurt, Then its Hilarious."
=====<============= =============>=====
Jango Fett 18
Clone Trooper
posted 08-10-03 04:08 AM EDT (US)     176 / 188       
Good guide Wok.

This guide should be stickied.


// \\
//Havoc\\
//Leader of XGI\\
//XGI Main Site | XGI Forums\\
Wtf is up with Hillary Clinton and her dead turtle?!
The Mace
Jedi Knight
(id: mace windu9d9)
posted 08-10-03 11:00 AM EDT (US)     177 / 188       
This guide WAS sticky. If you go to the sticky thread at the top of this board that has the articles and what not this guide has been made into a webpage on the site.

Mace
Bone Marrow
Clone Trooper
posted 08-11-03 01:09 AM EDT (US)     178 / 188       
Ok I got all the triggers worked out for the Taunt ai healing thing and all the right settings, but when I enter the senario it says something about not haveing parhenthases. So the reason my taunt thing doest work because the ai is wrong. I dounloaded BobaFetts Taunt ai trick because I forgot how to script and I didt really want to read it all again. Maybe its BobaFett's Ai that is wrong.

Bone Marrow
=============[:::::::::::::::::]=============
"It's All Fun and Games Until Someone Gets Hurt, Then its Hilarious."
=====<============= =============>=====
kowe_el_ewok
Clone Trooper
posted 08-11-03 03:52 PM EDT (US)     179 / 188       
Where are the lines that appears when the PC player resings?.
I have all the ai files of the games an I can't find it?

¤¤¤~(|Kowe El Ewok|)~¤¤¤
¤¤¤~(|I'm an Ewok, like my father before me|)~¤¤¤
¤¤¤~(|I'll see you again, When the stars fall from the sky. And the moon has turned red. Over One Tree Hill|)~¤¤¤
¤¤¤~(|I'm an alien. I'm a legal alien. I'm an Ewok in the Heavens.|)~¤¤¤
¤¤¤~(|Modder and Designer for SCN |)~¤¤¤
Wok
Clone Trooper
posted 08-11-03 04:36 PM EDT (US)     180 / 188       

Quote:

Ok I got all the triggers worked out for the Taunt ai healing thing and all the right settings, but when I enter the senario it says something about not haveing parhenthases. So the reason my taunt thing doest work because the ai is wrong. I dounloaded BobaFetts Taunt ai trick because I forgot how to script and I didt really want to read it all again. Maybe its BobaFett's Ai that is wrong.

Yeah, that's a problem with his script. Go to the AI section, and instead download the 'Scenario AI Pack' or 'ImmobileTaunt AI' by myself. I can guarantee you that they are error free.

Quote:

Where are the lines that appears when the PC player resings?.
I have all the ai files of the games an I can't find it?

They must be in there somewhere. I'll take a look if you still can't find them.


Wok?
« Previous Page  1 ··· 4 5 6 7  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

SWGB Heaven | HeavenGames